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v1.0.0

dayz-mod-workflow

by @willy92wins0 pulls
URLopenbooklet.com/s/dayz-mod-workflow
Pinnedopenbooklet.com/s/[email protected]
APIGET /api/v1/skills/dayz-mod-workflow

DayZ mod implementation and debugging protocol. Governs HOW to implement and fix, not WHAT. Client/server data mapping (mandatory before each feature), anti-confabulation (verify every API), debug hierarchy (top-down 6-layer diagnosis), edge case checklists, error catalog of verified recurring mistakes, checkpoint/handoff system for context degradation. Use ALONGSIDE domain skills (enforce-script-reference, dayz-ui-development, dayz-particles, etc.), not instead of them. Triggers: "implement", "write the code", "build the mod", "fix the bug", "debug this", "it doesn't work", "actions not showing", sprint execution, or any transition from plan to code/fix. Concurrent sessions, skill snapshot, live promote during an open session. Also: CanBeStarted, CCTLiquid, MotorbikeScript, HouseDestructible, cfggameplay ExternalLockData/SandstormData, PluginUndergroundTriggerManager, NVTypes underground/sandstorm, IsHeadless.

dayz-mod-workflowviewing
ai-3d-to-dayzskills/ai-3d-to-dayz/SKILL.md

AI-assisted generation front-end to produce a 3D asset **game-ready for DayZ** from an idea. Workflow scaffold: structure and handoffs are verified; specific tool-picks are claims from @stefan_3d_ai channel marked `❓ validate` until confirmed with own tests.

ARDY — real-time motion generation (NVIDIA)skills/ardy-motion-generation/SKILL.md
blender-animationskills/blender-animation/SKILL.md

Use when: anima esto, walk cycle, turntable, bakea la simulacion, camera shake, animacion para DayZ, .txa. Author motion in live Blender (MCP/bpy). Not Mixamo retarget: mixamo-retarget; not geometry: blender-assembly; not DayZ model.cfg animation: dayz-animation-pipeline.

blender-assemblyskills/blender-assembly/SKILL.md

Use this skill whenever building, assembling, or creating any 3D model in Blender via MCP tools (mcp__blender__execute_blender_code). Covers all object types: furniture, vehicles, architecture, props, mechanical parts, scenes. Trigger any time Blender Python code will create geometry with primitives, bmesh, curves, modifiers, or booleans. It prevents the most common geometry bugs (exploded models, silent scale errors, broken boolean meshes) AND enforces a detail pass so models don't ship as bare boxes — beveled edges, panel recesses, hardware, cables, lofted grips/stocks, baked normal maps. Includes a mesh-integrity gate (non-manifold, duplicate verts, degenerate faces) that runs after every boolean or modifier apply. Always invoke before writing any Blender geometry code, including 'simple' objects.

DayZ Feature Specskills/dayz-feature-spec/SKILL.md

The DayZ-adapted spine of spec-driven development: define *what done means* and *how it will be verified* before touching code, then gate the artifacts for consistency before spending an in-game test cycle.

DayZ Model Pipeline — Complete Autonomous Object Generationskills/dayz-model-pipeline/SKILL.md

This skill enables generating complete DayZ mod objects from scratch — 3D model, textures, materials, animations, and all config files — using Python and Blender headless. Primary path uses Blender for pro-grade geometry (bevel, subdiv, booleans, Smart UV, AO baking, auto LODs via decimate) + py

DayZ Realistic Animation Directorskills/dayz-realistic-animation-director/SKILL.md

Produce a credible animation and close its integration with honest evidence. This skill directs the work; Blender and DayZ skills retain technical authority.

dayz-basebuildingskills/dayz-basebuilding/SKILL.md

Author, extend and debug DayZ buildable structures on BaseBuildingBase: fences, watchtowers, gates, walls, shelters, tents, flag poles and barbed wire. Covers kit recipe/deploy/hologram flow, Construction{} fields, BaseBuildingBase/Construction/ConstructionPart/ConstructionActionData, required/conflicted parts, build/dismantle/destroy actions, synced-bitmask persistence, damage-zone mapping and the Fence gate state machine. Use for "base won't save", parts reset/disappear after restart, construction part or action missing, CanBuild/CanBuildPart, RegisterPartForSync, blocked dismantle, missing collision or hologram placement. Always invoke before authoring/debugging a buildable structure or its persistence. Delegate geometry to dayz-model-pipeline, script APIs to enforce-script-reference, persistence audit to rigorous-data-audit and packaging to dayz-pbo-build. Also 1.30 Exp: ConstructionBase/Rebuilding, BuildPartServerEx, bricks/mortar, fence code lock. Not terrain holes: dayz-underground.

dayz-clothingskills/dayz-clothing/SKILL.md

Use when: clothing mod, worn model, ClothingTypes, chaleco, armadura, la ropa flota/rígida/girada, slot Vest/Body/Armband, NBCHead/NBCTop/NBCPants/NBCBoots/NBCGloves, NBCBag, Waterskin, gas mask filter, headSelectionsToHide, wet clothing. Worn clothing (_m/_f). Not humanoids/rigging: dayz-characters; not proxy triangles: dayz-proxy-align.

dayz-environment-hazardsskills/dayz-environment-hazards/SKILL.md

Use when: sandstorm, sandstormFrequency, ScriptedSandstormController, shelter fade, ThermalBias, heat stroke, HeatStroke, IsInShadow, oil pit, OilPitArea, silicosis, irritated eyes, DEF_DUST_PARTICLE, AGT_AIRBOURNE_SOLID, Nasdara, Badlands, WashHead, solar exposure, environmental hazard. Not particle .ptc/.emat authoring: dayz-particles. Not worn-model clothing: dayz-clothing. Not character import: dayz-characters. Not player stream layout: dayz-persistence. Not AI noise multipliers: dayz-ai-patterns. Not vehicle VFX components: dayz-vehicles.

dayz-motorbikesskills/dayz-motorbikes/SKILL.md

Author, import, configure and debug single-track vehicles (motorbikes / motorcycles) in DayZ 1.30 Experimental build 1.30.164014. Covers MotorbikeScript, simulation = "motorbike", 2-wheel physics (Wheels block without Axles, Brakes split Front/Rear, lean/steering/tipover), kickstand, kickstart actions, dedicated 3rd person camera (ID 32), and the DayZ 1.30 modular vehicle refactor (VehicleLightsComponent, VehicleHornComponent, VehicleVFXComponent). Use when creating a new motorbike, porting two-wheel assets (Jawa, dirt bikes, scooters), migrating existing vehicle mods from 1.29 to 1.30, or fixing get-in/fall-over bugs. Do NOT use for 4-wheel cars, trucks or quads (see dayz-vehicles), aircraft (see dayz-aviation), raw 3D mesh processing (see dayz-model-pipeline), or custom player animation authoring (see dayz-animation-pipeline).

dayz-pbo-buildskills/dayz-pbo-build/SKILL.md

Pre-build validation and packaging pipeline for DayZ mod addons. Validates config.cpp syntax and class inheritance, checks all texture/material paths exist, verifies .p3d LOD structure, validates model.cfg skeleton and animation references, checks stringtable.csv completeness, and generates correct $PBOPREFIX$ and folder structure for AddonBuilder. Use when user mentions: PBO, build, pack, addon, AddonBuilder, validate mod, pre-build check, deploy mod, release mod, config.cpp errors, missing textures, broken references, or any DayZ mod packaging workflow. Also trigger when user says "check my mod" or "is my mod ready".

dayz-pbo-reverse-engineeringskills/dayz-pbo-reverse-engineering/SKILL.md

Use when: reverse engineer PBO, extract patterns from mod, workshop study, third-party DayZ mod, mod archaeology, pattern extraction. Opposite of packing: dayz-pbo-build. Obfuscated JAPM first: japm-pbo-recovery.

dayz-proxy-alignskills/dayz-proxy-align/SKILL.md

Use when: align proxy, clothing shows at the floor, dressable mannequin, proxy orientation, ropa al suelo, worn vs ground (_m vs _g). Proxy triangles on a host. Not general LOD/memory edit: dayz-p3d-inspector; not clothing mesh/weights: dayz-clothing.

dayz-ui-developmentskills/dayz-ui-development/SKILL.md

Use when: DayZ UI, menu, .layout, widget, HUD, CreateWidgets, ShowScriptedMenu, UI doesn't look like the design. Full UI/layout/Dabs. Not general Enforce: enforce-script-reference; not in-game launch: dayz-test-ingame.

dayz-undergroundskills/dayz-underground/SKILL.md

Use when: terrain holes, terrain hole, SurfaceIsHole, CfgWorlds Holes, tiles[], holes.cfg, hole in the terrain, agujero o hueco en el terreno, underground area, zona subterránea, bunker, búnker, tunnel, túnel, trench, trinchera, cave, irrigation tunnel, cfgundergroundtriggers.json, UndergroundTrigger, breadcrumbs, EyeAccommodation, EUndergroundPresence, INPUT_UDT_UNDERGROUND_SYNC, underground trigger editor, disallowedTypesInUnderground, bunker broadcast, cfgbunkerbroadcast.json, Buldozer MarkUnderground or CopyTileCoord. DayZ 1.30 Exp (1.30.164014). Not construction parts, rebuilding or code locks: dayz-basebuilding. Not the bunker-broadcast storage file: dayz-persistence. Not sandstorm or heat: dayz-environment-hazards.

dayz-weaponsskills/dayz-weapons/SKILL.md

Author and import the entity side of a DayZ firearm (rifle, SMG or pistol): .p3d bolt/trigger/magazine selections and memory points, player-bone remap, CfgWeapons/config.cpp inheritance, chamberableFrom, magazines, semi/full-auto modes, dispersion/recoil/jam, attachment/optic slots, muzzle/ejection points, winding and serve-binarized paths. Use for custom weapon imports, CfgWeapons/base selection, bolt or trigger static, deformed mesh, magazine or optic not attaching, muzzle/ejection misplaced, chamber/jam, missing fire mode, white/invisible weapon or crash on equip; triggers include AddItemBoneRemap, Weapon_Bolt, Weapon_Trigger and Mode_*. Grip/hand pose, ADS, reload, fire and jam animations belong to dayz-animation-pipeline. Use dayz-vehicles/dayz-characters/dayz-model-pipeline for those domains. Also 1.30 Exp: GetExplosiveEffectData, ExplosiveEffectData, Get*PistolAnimState, SCARL/Luger/LeeEnfield/MP18 script-only staging.

enforce-script-referenceskills/enforce-script-reference/SKILL.md

Use when: Enforce Script, config.cpp, ScriptRPC, SyncVars, OnStoreSave, CallLater, modded class, inputs.xml, crash/segfault. Language+config. Full UI/layout/Dabs: dayz-ui-development; persistence deep-dive: dayz-persistence.

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